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Official Paladin Code of Conduct

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  • #61
    That 10 points to being a paladin is a bit long. Here, I keep this image because I keep having to post it since 2006 when Sundren started:





    Now, I will state this for people to understand. Paladins of Tyr are pretty much the PHB paladin. However, the other gods tend to deviate heavily from the PHB to be more Forgotten Realms.

    Here is an EASY to follow way to see if you are going to fall as a paladin in priority order.

    DO NOT DO AN EVIL ACT! - SUPER IMPORTANT

    This is THE MOST important rule for a paladin. If you have to pick one, that is the one! Evil acts are not as gray as our real world view of evil, it's very rigid and black & white what an evil act is in D&D. I'm not going to list them, but you can find it easy enough. You are a bastian of good! DO GOOD!


    DO NOT PISS OFF YOUR GOD! - SUPER IMPORTANT

    Your god expects you to do shit and he made you a paladin because he thinks you can do it. If Kelemvor wants you to kill undead, and encourage good aligned dead to finish their business and cross over, then you bloody better do that! If ilmater expects you to tend to the weak, you better do that! If Helm expects you to do your fuggin duty and cut evil down where it stands without a second thought, draw your sword!

    That is the second most important part of being a paladin. Because if you aren't doing what your god wants, who do you think is going to take your paladinhood away?


    HAVE SOME DAMN HONOR! - IMPORTANT

    Paladins are based off the ideas of chivalry and honor that came from templars and knights in earlier ages of history. These are foreign ideas to the modern person but it's what permeates in the paladin for RP. I can sit here an list a crap ton of rules, but it's not about the rules, but the idea that you REPRESENT honor and thinking of it this way you can easily see why paladins can't do certain things. Instead of a list, here are questions.

    Is stealing from someone Honorable?
    Is lying to someone or decieving them Honorable?
    Is ganging up on someone in an unfair fight Honorable?
    Is poisoning your weapon Honorable?
    Is sneak attacking and sucker punching someone Honorable?
    Is ignoring King and Country Honorable?
    Is kicking someone while they're down Honorable?

    Just ask yourself before you do something "IS XYZ HONORABLE?" And you'll be a good paladin! Think of chivalry when you think of paladins.

    Paladins do not fall for punching people in the face when they're in the way of doing good:

    Paladin: Where are the hostages?

    Man: I can't tell you!

    Paladin punches him in the face.

    Man: SHIT! Okay I'll talk!

    That's a literal example from an FR source book of things paladins can do. A sunite paladin might do this instead:

    Paladin kicks him in the nuts, because his face is too pretty to scar.

    Helmite paladin might do this:

    Paladin cuts him down and then turns to another paladin, "We don't negotiate with terrorists. Let's find someone who WILL talk."

    Jergal paladin might do this:

    "Jergal says it's their time to die, so why are we questioning this guy?"


    DON'T DEAL WITH EVIL - IMPORTANT

    Paladins don't travel with evil, don't deal with evil, and don't let evil do their thing.

    I'm not all that religious, but here are some popular quotes (Some from the bible) that come to mind and help illustrate why this is important to a Paladin.

    "Birds of a feather flock together."
    -16th Century Book

    "Do not be deceived: “Bad company ruins good morals.”"
    - 1 Cor 15:33

    "He that is walking with wise persons will become wise, but he that is having dealings with the stupid ones will fare badly."
    - Proverbs

    "You Become Who You Hang Out With"
    - Modern Psychology


    So, the idea is walking around with evil, you are likely to enable evil while you're doing it, or you are going to end up becoming like that evil in the first place. Since not doing an evil act is super important, why would you kick it with people who are likely to do them or corrupt you and your friends into doing them? It's a no brainer!

    Now, if some evil guy is your only link to doing good, "Paladin, I'm sorry, let me help! I know where they are!" "My zone of truth says he's telling the truth..." then you might follow that guy to do what's right. Then again, you might be a helmite and say "Fuck you, I suffer not the witch to live!" and cut him down too. Hence why this is lower in priority!

    You might even talk with evil to help them redeem themselves! That isn't the same as kicking it with them. I talk to customers on the phone at work, they ain't people I kick it with!

    DON'T BREAK THE LAW - LEAST IMPORTANT

    It's in the list because it's disrespectful to break the law. Remember, you Honor your King and Country, but if the law gets in the way of doing Good or doing your gods Duty, you will piss on that law as a paladin. That's right.

    There is example of Tyr worshippers, for example, who will kill someone they think doesn't rule Justly and then work to get someone in charge who does. I'm sure there's a law that says "DON'T KILL OUR KING" but those guys ignored it to see their God's will done and see Good prevail.






    So, while every point there is important, they are prioritized by their importance instead of a rigid list of ideals that you have to follow.

    To recap, here's your five paladin rules

    1. Don't be evil and promote good!
    2. What my god says, goes!
    3. I'm honorable in all that I do!
    4. I don't fuck with evil
    5. I obey the law


    That's it.

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    • #62
      THE ROAD TO ATONEMENT

      Now, if you mess up as a paladin, you are probably playing a paladin correctly. Why do I say that? Because paladins are imperfect just like everyone else, and that means you WILL mess up in RP. You might do an evil act, ignore a god's tenet or be dishonorable. Helm paladins fuck up a lot. For example:

      There is an example somewhere of a bunch of helm paladins that found out evil was in a village and killed everyone in the village to make sure they got the evil. I'm summarizing that alot, but those paladins had fallen.

      Fallen is a scary word for players. They think "OH GEEZE! I FELL! SHIT SHIT! I WANTED TO BE LAWFUL GOOD!" Guess what, that's what your CHARACTER thinks too, run with it! You messed up, there is a procedure for people who fuck up in their paladining. HERE'S THE WAY YOU ATTONE!

      First, you need a cleric.

      Clerics are the will of the god's on Toril. They are the leaders of the church and decide what their god's will is. They will usually use these Three spells in the process of atoning a paladin.


      Atonement
      Abjuration
      Level: Clr 5, Drd 5
      Components: V, S, M, F, DF, XP
      Casting Time: 1 hour
      Range: Touch
      Target: Living creature touched
      Duration: Instantaneous
      Saving Throw: None
      Spell Resistance: Yes
      This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.

      Atonement may be cast for one of several purposes, depending on the version selected.

      Reverse Magical Alignment Change
      If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.

      Restore Class
      A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.

      Restore Cleric or Druid Spell Powers
      A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.

      Redemption or Temptation
      You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.

      Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.

      Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.

      Material Component
      Burning incense.

      Focus
      In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.

      XP Cost
      When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).
      Commune
      Divination
      Level: Clr 5
      Components: V, S, M, DF, XP
      Casting Time: 10 minutes
      Range: Personal
      Target: You
      Duration: 1 round/level
      You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

      The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.

      Material Component
      Holy (or unholy) water and incense.

      XP Cost
      100 XP.
      Geas/Quest
      Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
      Level: Brd 6, Clr 6, Sor/Wiz 6
      Casting Time: 10 minutes
      Target: One living creature
      Saving Throw: None
      This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.

      Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

      A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

      Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.


      Now, how this is RP'd is, Paladin comes forward in a very "Forgive me father, for I have sinned" way. The priest will likely listen to the paladin and hear his plight, feelings on the matter, etc. He may simply cast Atonement which will be very much "Your sins are forgiven." And the matter is closed!

      He may commune with his deity for answers to questions to make sure he's doing the right thing if he's unsure, "Do you still want this guy as a paladin?" "NOPE!" or "YES!"

      And then he may give the paladin a quest to atone before the spell is cast. These quests aren't always a giant quest like you think of in media. Think of it like this, "I want you to pray upon this matter in solitude for the day, then all your sins will be forgiven" is a legitimate quest! Different churches may do different things, "You must go on a penance to Jergal. You will go to this city and cleanse their graveyard of weeds and thistles, and make certain every grave remains intact for one week." and there is your quest! It's a very religious/spiritual thing, these atonements.

      Sometimes it literally IS a big quest. It is for the RP of the priest to decide what is done with the paladin. The clerics are the directors of the temple, not ranking paladins. Dain does not decide when someone is ready for atonement. THat's not the paladin's place. Melchior might decide that shit!

      Once you are atoned, you are forgiven!

      Comment


      • #63
        Might want to put an abbreviated version of this as a sticky or in the wiki, GBX. Preferably the wiki.
        Dalian - Shapeshifter of the Tuatha Dé Dúlra
        "My true identity goes beyond the outer roles I play. It transcends the Self."
        UTC -4

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        • #64
          But My Faith has Good AND Evil

          Guess what? I prioritized the list to handle just this case! Not doing evil YOURSELF and doing what your GOD WANTS is most important. Remember, your god made you a paladin and your god also made that evil guy a cleric. Maybe Helm says "I need good guys, but sometimes these evil guys have enough dedication to do the fucked up jobs I got for them".

          So he's going to likely put you together at some point. He's who decides if you're a paladin! Are you going to question the guy who decides if you are going to fall whether or not you should do what he's asking you to do?

          ALL faiths have evil in them. They just might not be clerics, but this one is held out to Helmites and Jergalites especially, who both allow evil followers. Jergal will even allow necromancers and blackguards. Nothing like a black guard and a paladin working together.

          But both these gods have 1 thing in common. They both value utter loyalty, law and order over good or evil. So even a black guard or evil cleric is likely to be very rigid over their ideals of doing evil.

          Jergal isn't going to take your paladinhood for dealing with his mummies in his crypts, so why are you worried?

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          • #65
            Thank you GBX. That's good stuff.

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            • #66
              Posted in the wiki.

              http://www.sundren.org/wiki/index.php?title=Paladin

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              • #67
                Friggin GBX rocking it! I learned some junks, thanks! ^^

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                • #68
                  Fantastic dude, well done!
                  "Microsoft has to move the Reply All button further away from the Reply button. It's the computer equivalent of putting the vagina so close to the sphincter."
                  -Bill Maher

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                  • #69
                    Oh my gosh GBX thank you so much

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                    • #70
                      Thanks for clearing up the issue!
                      Erolith Mornmist Undead Hunter
                      Kraken Priest and crafter
                      Fingers O'Hoolihan Inebriated Monk

                      Out here in the perimeter there are no stars, out here we is stoned immaculate!

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